|
|
|
The C++ Source |
C++ Community News |
Discuss |
Print |
Email |
Screen Friendly Version |
Previous |
Next
|
|
Sponsored Link •
|
I recently spent a month teaching advanced C++ and introductory Python at the world's fourth largest software company. The C++ students were sharp, experienced developers. The Python students were talented testers but fairly new to development. Naturally I couldn't keep myself from comparing these two important languages, as well as the two teaching experiences overall.
This was the first time I taught Python to non-programmers—my usual
audience is my senior Analysis of Programming Languages class. It is also
the first time I ever had students thank me as a class for each day's
experience; they sincerely thanked me after each of the eight sessions,
and even applauded on the last day. While I'd like to think that they
were applauding me, I know that they were also applauding Python itself.
It is easy to learn, yes, but it is also very powerful. Lists, tuples,
and dictionaries are built-in abstractions, and the syntax is so clean it
squeaks. On day one we were doing what it takes a std::map
to do in C++ (and remember these were non-programmers). To show Python's
object-oriented power, here's a nifty little example I got from Kent
Johnson on one of the python.org mailing lists�
Like Smalltalk, Python supports class methods, which differ from
static methods in that the exact dynamic type of the object being
operated on is an implicit parameter to the method (as a type
object). The following example keeps a separate per-class object
counter for every class in a hierarchy (in this case, a Shape
hierarchy):
class Shape(object):
_count = 0 # A shared value for Shape classes with no current objects
@classmethod
def _incr(cls):
cls._count += 1 # Create/update class attribute
@classmethod
def showCount(cls):
print 'Class %s has count = %s' % (cls.__name__, cls._count)
def __init__(self): # A constructor
self._incr()
class Point(Shape): pass # An empty subclass of Shape
class Line(Shape): pass # Ditto
This requires some perusing if you're new to Python. Python
requires indentation to show logical subordination (whereas good
programmers of other languages indent by convention), so you can
readily see that the class Shape has three methods,
_incr, showCount, and __init__.
The latter is the special name used for constructors. The other two
methods are class methods (indicated by the @classmethod
prefix), so their parameter is the unique class object for the
instance on which they are invoked. (The term "class object" here refers
to a unique, bona fide object that describes a class type, similar to, but
more robust than, std::type_info objects in C++.) The method
named _incr is only called by the constructor.
Now consider what happens when the following lines execute:
p1 = Point() p2 = Point() p3 = Point() Point.showCount() Line.showCount() x = Line() Line.showCount()The variable
p1 is bound to a new instance of
Point, whose constructor calls self._
incr(Point). (The implicit parameter I have named
self is just like this in C++, except it must
appear explicitly in the method's parameter list.) Since _incr
is a class method, it implicitly receives the class object for
Point in its cls parameter, p1
being bound to a Point object. The statement
cls._count += 1is equivalent in this case to
Point._count = Point._count + 1The first time
_incr executes on behalf of the Point
class object, the attribute Point._count doesn't exist, so the
expression Point._count
on the right-hand side of the assignment accesses Shape._count (which
is 0) by inheritance. The assignment then creates a new
attribute named _count inside the Point class
and initializes it to 1. At this point, Point._count is 1,
and Line._count doesn't yet exist (all attributes are bound
at runtime in Python). When p2 is created,
Point._count already exists, so it is incremented. Calling
Line.showCount() the first time refers to
cls._count, which is really Line._count, but no
such attribute exists yet in the Line class, so the
_count attribute in Line's base class,
Shape (still 0!), is used. When the Line variable named
x is created a few lines down, Line._count is
created and initialized to 1, just as Point._count was
earlier. The final output of this code is:
Class Point has count = 3 Class Line has count = 0 Class Line has count = 1
After three years of study, I have concluded that Python is about as simple as a full-powered object-oriented language can get. My inner programmer just loves it. In a recent interview Scott Meyers was asked which language he thought would be ideal for introducing programming to novices. He replied:
"� a first language should foster a feeling of power and accomplishment out of the box — it should get people excited about the limitless things that can be accomplished in software. Among other things, such a language would offer an extensive and powerful library�" [1]
I know of no language to which these words apply more than Python.
A C++ implementation of this counting idea is none other than the canonical example for a Curiously Recurring Template Pattern (aka a Self-parameterized Base Class), and goes like this:
// A base class that provides counting
template<class T> class Counted {
static int count;
public:
Counted() {
++count;
}
Counted(const Counted<T>&) {
++count;
}
~Counted() {
--count;
}
static int getCount() {
return count;
}
};
template<class T> int Counted<T>::count = 0;
// Curious class definitions
class CountedClass : public Counted<CountedClass> {};
class CountedClass2 : public Counted<CountedClass2> {};
Both CountedClass and CountedClass2 have
inherited their own copy of a variable named count, because
their base classes are different; e.g., CountedClass inherits
from Counted<CountedClass>. This seems circular at
first, but it works because the size of Counted<T> does
not depend on T. The following test driver verifies that
things work as expected:
#include <iostream>
using namespace std;
int main() {
CountedClass a;
cout << CountedClass::getCount() << endl; // 1
CountedClass b;
cout << CountedClass::getCount() << endl; // 2
CountedClass2 c;
cout << CountedClass2::getCount() << endl; // 1
}
Which version do you find easier to grok? If you're not used to
dynamically-typed languages, you may prefer the C++ version, but I think
the Python version has a more out-of-the-box feel. (C++ novices don't
learn templates, let alone CRTP, in their first week.)
Nonetheless, there are certain applications I wouldn't dream of writing in Python (or in Java or C#, for that matter). When efficiency is an issue, and you need ultimate flexibility, C++ is the only object-oriented (multi-paradigm, even) game in town. That's certainly one reason it's still so heavily used. That's why I was summoned to Symantec teach it this summer. Their C++ developers do heavy lifting that the Python folks couldn't begin to do. I don't need to convince this audience.
Einstein's maxim, "Solutions should be as simple as possible, but no simpler," is worth pondering here. If a language is too simple, it will lack the power needed to craft industrial-strength applications (try solving systems of differential equations efficiently in Forth or Visual Basic). Any tool or discipline rich enough to solve any software problem within real-world resource constraint parameters is probably not "too simple." Likewise, any such tool or discipline will likely come with a steep learning curve, just like non-Euclidean geometry is as easy as it's ever going to get [2] :-).
Since my wife is a hand weaver, comparing languages to looms readily comes to mind. A loom has warp threads running vertically from the weaver's point of view. These threads are attached in varying configurations to a number of shafts; lifting a shaft lifts its attached threads, so when a horizontal (weft) thread passes through, it interleaves between the threads lifted by the shaft and those that are not, exposing only part of the weft thread in the finished result. The complexity of a fabric's overall design is proportional to the number of shafts in the loom; the more shafts, the richer the result. Beginners typically start with toy looms with two shafts, and then progress to four, eight, and so on. To implement an interesting design on a loom unassisted by computer or Jacquard attachments [3] requires sixteen or twenty-four shafts. The effort required to effectively use such looms is great, but the result is worth the effort and simply unattainable by more elementary looms.
In the world of computer programming, C++ is a 128-shaft loom.
But is C++ as simple as possible? It depends on what you think is "possible." I once asked Bjarne Stroustrup what language he would have designed if C compatibility were not an issue, and he let me know in no uncertain terms that the question was not a fair one. He was right, I suppose. I still hear it said that there is too much investment in the C/C++ relationship for these languages to "break up" now, but I wonder if it is time to revisit that assumption. (I personally wouldn't mind if they parted ways—my C days are far behind me; your mileage may vary). Even if the bothersome noise in C++ due to C compatibility isn't going away anytime soon, is there still some room to considerably simplify things anyway?
When asked to name three things he disliked about C++, Scott Meyers said:
"I'd like to answer this question with 'complexity, complexity, complexity!', but naming the same thing three times is cheating. Still, I think that C++'s greatest weakness is complexity. For almost every rule in C++, there are exceptions, and often there are exceptions to the exceptions. For example, const objects can't be modified, unless you cast away their constness, in which case they can, unless they were originally defined to be const, in which case the attempted modifications yield undefined behavior. As another example, names in base classes are visible in derived classes, unless the base class is instantiated from a template, in which case they're not, unless the derived class has employed a using declaration for them, in which case they are." [1]
I must admit that one of my greatest frustrations in teaching C++ is all of the arcane twists and exceptional cases. Consider the following "gotcha" that occurs in a beginning course. When introducing templates, you want to keep things simple, so here's a class template that holds a single value:
template<typename T>
class Box {
T value;
public:
Box(const T& t) {
value = t;
}
};
Now try to introduce a stream insertion operator as a friend in the usual
way:
template<typename T>
class Box {
T value;
public:
Box(const T& t) {
value = t;
}
friend ostream& operator<<(ostream&, const Box<T>&);
};
template<typename T>
ostream& operator<<(ostream os, const Box<T> b) {
return os << b.value;
}
Students expect to be able to do this as they do for non-template classes.
But wait a minute. Is operator<< here a template or
not? And do I want it to befriend all specializations of Box
or not? No conforming C++ compiler will let you instantiate the
Box class and use the associated stream inserter. I think
g++ gives the best diagnostic for this error:
box.cpp:11: warning: friend declaration 'std::ostream& operator<<(std::ostream&, const Box<T>&)' declares a non-template function box.cpp:11: warning: (if this is not what you intended, make sure the function template has already been declared and add <> after the function name here)This message suggests the following correct solution:
// Forward declarations
template<class T> class Box;
template<class T>
ostream& operator<<(ostream&, const Box<T>&);
template<class T> class Box {
T value;
public:
Box(const T& t) {
value = t;
}
friend ostream& operator<< <>(ostream&, const Box<T>&);
};
template<class T>
ostream& operator<<(ostream& os, const Box<T>& b) {
return os << b.value;
}
An alternative solution defines the operator friend function in situ:
template<typename T>
class Box {
T value;
public:
Box(const T& t) {
value = t;
}
friend ostream& operator<<(ostream& os, const Box<T>& b) {
return os << b.value;
}
};
The first approach requires forward declarations and a very unusual syntax
in the declaration for operator<<. The second, while
simpler, is not exactly equivalent to the second, because
operator<< is not a template in that case
[4].
Do you think this bewilders beginners? You bet it does—and quite a few veteran developers as well.
No, I don't think C++ is as simple as it could be. I love templates, I love the flexibility of C++, but I too often lament lost brain cycles tracking all the gotchas, especially when teaching. Speaking of PL/I, Dijkstra remarked
"I absolutely fail to see how we can keep our growing programs firmly within our intellectual grip when by its sheer baroqueness the programming language—our basic tool, mind you!—already escapes our intellectual control." [5]Food for thought. My current leaning is to use Python when I can, C++ when I must (which is still often and usually enjoyable) [6], and to be ever on the lookout for a language that gives most of the power and flexibility of C++ but loses most of the headaches. Finding one is not going to be easy [7]. Here's hoping that the standards committee will do all it can to make using C++ as enjoyable as the incredible software we create with it.
|
Sponsored Links
|